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Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system.

The XNA toolset was announced March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006. XNA Game Studio 2.0 was released in December 2007, followed by XNA Game Studio 3.0 on October 30, 2008. XNA Game Studio 4.0 was released on September 16, 2010 along with the Windows Phone 7 Development Tools.

XNA currently encompasses Microsoft's entire Game Development Sections, including the standard Xbox Development Kit and XNA Game Studio.

The name "XNA" originated out of the project's development name, Xbox New Architecture. Instead of being released under the Xbox name, the Xbox 360 was released (2005), and XNA came to stand for "XNA's Not Acronymed".

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Control Optimization

Fast and universal switching between temples, workshops, cities, factions and merchants is finally possible and revolutionizes the navigation in our game.



You can now trade and do diplomacy with all sorts of partners through the interface without having to jump to you with the camera. This way, you are not always pulled out of the local action on the planet because of crafting or item acquisition, and you always keep track of what's going on.


Takeover through stock trading

A separate stock panel right at the frasction panel, where you can see all the information about a company's cities and directly buy shares and take over cities. A big button that flashes visibly and visualizes the takeover process.



We built a large popup that solemnly announces that you have successfully taken over a city. And also indicates if you have captured equipment in the process, which means you have taken certain items from the enemy.



We also restructured the stock trading panel so that the player always automatically starts at himself and can more quickly throw some shares on the market to get new capital.


Setup optimizations


The difficulty button has been redesigned to look the same in the setup for new rounds of competitive and endless play as the other options or tabs in the setup menu. The start button has been enlarged.

Also, you can now turn off Gaia Forces and Asteroids in the game for a more realistic gameplay experience that is mainly about global warming and environmental issues rather than futuristic sci-fi elements.


Fossil buildings

Fossil power plants can now drill and exploit deposits in adjacent fields. This keeps them productive longer and means they need to be moved less often.

In exchange, fossil production buildings have again received a malus. It no longer looks in the game as if there would be no problem at all if a certain resource is not available.

This is especially important in the context of the core message of the game. Fossil buildings that just keep on working, that too is unrealistic.


The new taskbar

The taskbar has been made narrower. Options like Research and Technology, which are already positioned in the top left of the interface, are no longer duplicated there.


Gamepad layout

We didn't spare ourselves and once again tweaked the configuration of the controls. There is a new control pad ring menu with which you can control many things in the game even faster than with a mouse.



In all ring menus, the D-pad or directional pad can now be used to navigate particularly quickly and directly, select a build option or item.

Jumping to an event or an alarm. Has not worked for a while. Is now, however, on the left stick.

Supply capsules


Had literally disappeared from the game. On medium setting, such a vehicle now lands again every 5-10 minutes.

Optimizations

  • In the field ring, the updates of houses, are now displayed on the right and thus it is no longer too long on the left, so that information sometimes hangs pointlessly out of the screen.
  • The buttons for diplomacy no longer show all the time, all the details that play a role there. This makes the user interface much narrower.
  • Auto-harvesting now also works for temple ruins from which artifacts are harvested.
  • When a building ring has a panel open on the left, the building info is displayed on the right.
  • In the colony rating screen you can now select the different factions.
  • Citys Panel - Merchants, Workshops and Temples now only displayed at cities when hovering.


Navigation
We cleaned up the navigation so that too many enemy cities are no longer displayed around the globe at once.

Miscellaneous bugs

  • Factions often built too many towers next to each other and also liked to place City Centers in clusters or in a pile.
  • The controls in the build menu were a bit disjointed.
  • The build menu can now stay open with the gamepad, so you can always see your list of strategic items.
  • In the Weekly Challenge, the gamepad cursor disappeared until you pressed something.
  • "Show Influences" in the Technology panel was not selectable with gamepad.
  • Handled a few crashes reports that came in


Update 1.7.1 - 2022/04/26

  • Fixed crash when trying to open the research in the campaign galaxy
  • Fixed crash when opening a supply capsule
  • Fixed crash related to the new inter-building navigation in the UI


Update 1.7.4 - 2022/04/29

  • Show landing permission info only if you don't have one anymore
  • Fixed inconsistent description of weekly challenge
  • Allow planet rotation also in construction menu
  • Inventory on the side menu does not directly select an item
  • D-Pad often selects the wrong item when released
  • For neutral faction, open sell panel instead of donate panel
  • "Immediate tool" does not work with LB (gamepad)
  • Terraforming: Coastal graphics are not updated
  • Do not overwrite file until save is successful

Update 1.7.7 - 2022/05/01

  • Fixed settings no longer being saved
  • Display merchant and other currently landed traders in the cities panel
  • Fixed gamepad dpad controls sometimes not being responsive
  • Improved gamepad navigation in build panel and tool ring
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Comments  (0 - 10 of 33)
Jdawgg25
Jdawgg25

I have uploaded some open-source XNA 4.0 projects on my downloads page here: Indiedb.com

I will be uploading more projects there later over time. Happy Coding :-D

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Jdawgg25
Jdawgg25

Finally! MonoGame is coming to Xbox One. MonoGame implements XNA 4.0 and allows developers to port their games to other platforms besides the default platforms supported already by the XNA 4.0 Framework. Link: Twitter.com

Also, I need to correct myself on an older post. Unity has Mono built into it, not MonoGame. So if you are eager to finish your XNA game, with some work, it is possible to import your XNA or MonoGame project into Unity. Mono is a cross-platform open source implementation of Microsoft's .NET Framework. It is based on the ECMA standards for C# and the Common Language Runtime.

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Jdawgg25
Jdawgg25

With MonoGame 3.4 (which is the continuation of XNA 4.0) for Visual Studio 2015, it is now possible to create a game for Universal Windows Platform (UWP). This also makes it possible to get your XNA project to run on Windows 10 with UWP. Since the Xbox One dev kit supports UWP, it might also be possible to get a MonoGame project running on it.

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CakeKing64
CakeKing64

Awesome :P

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Jdawgg25
Jdawgg25

If anyone is curious, it is possible to integrate your XNA Game Project into Unity, but it might take a little extra work. This is a proof of concept showing the Platformer XNA starter kit running inside Unity3D. Zero code changes have been made to the original game code. Using a mixture of new code and some code from MonoGame, the author has implemented XNA emulation. They did so by having a game object with a script attached run an XNA game performing updates and drawing.

Check out this link below for the source code:
Github.com

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Arethrid
Arethrid

Interesting but what about the performance? I persume it would drop radically under such conditions.

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Jdawgg25
Jdawgg25

My apologies for replying back so late. Under such conditions, it is possible for the frame-rate to drop. By performance, are you referring to graphics specifically? I sometimes rarely hear people speak of physics performance or audio performance. Honestly it depends how the XNA game was coded prior to being imported into Unity. It would be best to fix garbage collection issues in your XNA game project before importing it into Unity. There are many ways to help increase performance in your XNA project prior to importing it into Unity. Its a question of whether or not you are CPU or GPU bound. Using the CLR Profiler can help you find out. Things like changing foreach loops to for, multi-threading, using StringBuilder instead of String, and using DrawUserPrimitives are just some ways to help the frame-rate. In my game constructor, I set the following to false: IsFixedTimeStep = false; and graphics.Synchr

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Arethrid
Arethrid

(Sorry for the double post. I didn't realize that I was logged out)

No problem. Yes, I was referring to the graphics performance.
You mentioned DrawUserPrimitives(). So far I have only used it in 3D with Vector3. Do you use DrawUserPrimitives in 2D as well? If so are you still using a Vector3 and just projecting 3D data on an orthographic view? Do you know if vector2 can be used with vertecies and triangles?
Thanks.

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Jdawgg25
Jdawgg25

For drawing primitives in 2D, you really just need to know what to tell the system to make it work. Check out this great tutorial for more information. I hope it will further answer your questions as it has helped me.

Bit-101.com

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Arethrid
Arethrid

I checked the link you posted, after seeing it I remembered that I checked the same blog long ago (might be a couple of years ago). Turns out the author is talking about what I was refering in my comment. Projecting Vector3 vertecies on an orthographic view. It was good to read it again. Thanks a lot for the reply and the link.
Cheers!

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DonBre
DonBre

nice! :D

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